/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h
Data Interface allowing sampling of skeletal meshes.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Meshes", Meta=(DisplayName="Skeletal Mesh"), MinimalAPI) class UNiagaraDataInterfaceSkeletalMesh : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)
uint8:  1
bExcludeBone
bool
bRequireCurrentFrameData
When this option is disabled, we use the previous frame's data for the skeletal mesh and can often issue the simulation early.
uint32
ChangeId
Cached change id off of the data interface.
TArray<FName>
ComponentTags
If defined, the supplied tags will be used to identify a valid component
FName
ExcludeBoneName
Optionally remove a single bone from Random / Random Unfiltered access.
TArray<FName>
FilteredBones
Set of filtered bones that can be used for sampling.
TArray<FName>
FilteredSockets
Set of filtered sockets that can be used for sampling.
FNiagaraUserPar...
MeshUserParameter
Reference to a user parameter if we're reading one.
TSoftObjectPtr<...
PreviewMesh
Mesh used to sample from when not overridden by a source actor from the scene.
TArray<FName>
SamplingRegions
Sampling regions on the mesh from which to sample. Leave this empty to sample from the whole mesh.
ENDISkeletalMes...
SkinningMode
Selects which skinning mode to use, for most cases Skin On The Fly will cover your requirements, see individual tooltips for more information.
TSoftObjectPtr<...
SoftSourceActor
The source actor from which to sample.
TObjectPtr<USk...
SourceComponent
The source component from which to sample.
ENDISkeletalMes...
SourceMode
Controls how to retrieve the Skeletal Mesh Component to attach to.
int32
UvSetIndex
int32
WholeMeshLOD
If no regions are specified, we'll sample the whole mesh at this LODIndex.